• 0

    posted a message on Is freeze a stun?
    Wishful thinking I guess, thx.
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on Is freeze a stun?
    Found a pair of Ancient Parthan Defenders and am wondering if they will work in a freeze build?
    Posted in: Wizard: The Ancient Repositories
  • 0

    posted a message on How are people staying alive in 2.0.1?
    Ok, so LoH is the way people are supposed to regen HP now. Thanks for the info. Too bad I'd ditched all my LoH gear.
    Posted in: Barbarian: Bastion's Keep
  • 0

    posted a message on How are people staying alive in 2.0.1?
    My gear isn't that good, but I could run MP4 solo and MP6 grouped without much trouble before, running WW/Sprint/WotB spec. Had about 6-9% lifesteal. Played last night on T1-3 and could not keep my HP up against elites on T2 or 3, and still died several times on T1. Tried both a WW and HotA build. It seems like they nerfed lifesteal? Just wondering how other people are managing. For reference my char sheet dps is 100k.
    Posted in: Barbarian: Bastion's Keep
  • 1

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from alcjealcje

    Zealot, wouldn't it better for the stat to change with current equipped item?
    Zealot is just Saiko's title on this forum, but I agree with what I think you are saying. The "Equip" feature on item compare is not very useful if it doesn't also update your main character stats, since doing those additions/subtractions is much more time consuming than just copy/pasting the numbers from one column to the other in the gear compare page.
    This would require a few calculations, like modifying base armor/resist/dodge for changes in str/int/dex, but I would think its doable from what I've seen of the code.
    Also, there is a slot for dodge on item compare, but I don't think I've ever seen %dodge on an item. Is it on some legendaries or something?
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    Quote from jjwa

    Random other suggestion:
    In item compare, add a field for sockets too. If you enter 1, 2 or 3 in that field, you get 1, 2 or 3 drop-down menus (or 2, 4 or 6), to select the gem color and quality the calculator will use for the item comparison. In the current situation I have to manually add 34 vit extra, write down the EHP numbers, remove that 34 from vit and add 34 to dex, then compare the numbers. Can be easier :).

    Honestly, this feature sounds totally pointless to me. Your main page will always tell you how much EHP each point of Dex/Str is worth, so why wouldn't you just assume you are putting in whatever gem is the best there? Since a gem always gives an equal amount of Dex or Str, you can easily tell which gems will be best for you by just looking at the EHP values on the main page. Adding an extra field and all those dropdowns will just clutter the UI for not much benefit (as far as I can tell at least, maybe I missed something)

    @SaikoDrakie - Glad I was able to help out on the block stuff, I love seeing it in there to evaluate how useful block is. I find I'm paying way more attention to how much mobs are hitting me for, just to try and figure out what numbers to put in for the IncomingDamage. Putting the right numbers in there is going to be tricky for people, but I'm not sure how to really make it easier. One idea here might be to display in the second column, next to IncomingDamage, the how much an unblocked hit will do with your mitigation values.
    For example, I know I'm getting hit by hard hitting Act 4 mobs for 5.5k. I could then just adjust this IncomingDamage value until I see the unblocked hit equal roughly 5.5k. Alternatively, if it just displayed my mitigation % somewhere, then I could just divide 5.5k by that value to see what they actually attack for (unmitigated). Not a big deal, and maybe not worth doing either, but just a thought.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator

    The Brady guide had numbers before the nerf. Post nerf we should be able to reverse engineer the numbers.
    Patch 1.03:
    Act 2: 36% reduction
    Act 3/4: 44% reduction
    Numbers taken from a thread on reddit where a guy pulled base damage numbers from the MPQ file.
    • 62: 52807.09375 -> 33686
    • 63: 113486.9609375 -> 63615
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Declining AH Activity
    I have noticed that prices for low/mid items have fallen, but higher end items are skyrocketing in price. I'm still able to sell stuff I find, but the mediocre items are just common enough now that the AH is flooded with them.

    I think the AH was also very inflated for these low end items, and its taking people a while to realize your 150k item is now worth 15k, so they list it at 150k, someone else sees it there and thinks thats what its worth, and they list theirs at 125k, and so on. Takes a while for people to realize no one is buying at that price. The inability to see actual sales, rather than just what is up there, is also something that can result in lots of unsold items.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Diablo3 Effective Health Pool Calculator
    I think the block formulas that are going into the tool should do the trick pretty well, but the results will (rightfully) be dependent on what people enter for the expected incoming damage. I have no idea what these values truly are for mobs that matter in Inferno. It seems like the damage of the "average" hit isn't as important as the damage of the hits that are likely to kill you (i.e. the harder hitting mobs in each act).

    Does anyone have info on how much Inferno mobs hit for? Either without mitigation, or with known mitigation so we could back-calculate the damage?
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on Melee Classes in Inferno, patch 1.0.3
    OP: Barbs are gear dependent, but you can buy gear on the AH that will let you farm Act 1 for very cheap. I mean, a budget of 25k per slot should easily get you gear that is good enough if you are smart about how you gear up. After that, its a lot of farming Act 1 till you get enough gear for act 2 (which is a WAYY smaller step than it was pre-1.03).
    Posted in: Diablo III General Discussion
  • 0

    posted a message on Auction House Greed & Crafting
    How is it "greed"? If that is the lowest price available, that is the market price. What incentive do those people have to sell lower? Why does so much of the D3 community think that things should be sold for less than what some people are willing to pay for them? If you think the AH price is unreasonable... DONT BUY IT. That person won't sell their item, and will have to lower the price. Its the most basic economics possible.

    Also, given the cost of gems, mats, crafting fees, and 15% AH, I can tell you that you are actually losing money selling a Star gem of any type on the AH. Believe me, I tried to make money doing this and failed.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on I loved this game till 1.03
    I like the game much better after 1.03. Now I can just run through Act 2 and kill tons of elites for a chance at any item in the game. And yes, I have a job, and a wife, and a child.
    Posted in: Diablo III General Discussion
  • 0

    posted a message on D3 Player+Follower Damage Calculator/Gear Comparison Tool (No Downloads Needed!)
    Quote from Dyril

    Quote from Entropy42

    I don't get why you ask people for the sum total of their primary stat, but then have them put in the details (aside from primary stat) on every piece of gear. It seems to me like it would make more sense to just have them enter their Dex for every piece of gear, so that they don't have to go up and do math when comparing a new piece with a different Dex number on it.
    If anyone wanted the simplicity of not putting in all their gear numbers, they could still just put all their summed stats on the first piece of gear.

    Maybe, my original thought was trying to minimize how many inputs you need, along with reducing the amount of actual math the end-user has to do. I didn't think about gear comparison until after the first version of the calculator was developed. But I can see what you're getting at. We'll look at different ways of improving it.
    I'm just saying that your current version has both a ton of stats that need to be input AND some amount of math that you need to do when comparing gear. I get the need for breaking down your stats per slot if you want to compare upgrades, and it seems like a simple thing to just add a "main stat" box for each piece and then add that up on the back end. Like I said, if people don't want to break it down by slot, they can always just put their final stats in as 1 gear piece, which basically gives the functionality it would have had before item compare.
    Anyway, still the easiest online tool I've found for everything except DH. This just immediately struck me as a way it could be easier.
    Posted in: Theorycrafting and Analysis
  • 0

    posted a message on WTS: Lots of all res items, ALL good quality
    I'm in the same boat as Darkfrosty, at work and on EST. Any ballpark of what you are looking to get for these?
    Posted in: US Servers Trading
  • 0

    posted a message on is it all about fire affixes now?
    Quote from Solmyr77

    So, I just got to play some 30 minutes with the new patch and the changes are drastic. It is so much easier for Barbs. I've tested the catapult area in a3, where trash would obliterate me before. Now I can tank infinite amounts of white mobs, which I also had to, because the patch notes lied:
    They said something like ranged mobs wouldn't kite us that much anymore. Well, that blue catapult guard with fast, vortex, plagued and DESECRATE would do that, I've discovered the 2 remaining ballistae during my fight with him, killed like 100 mobs from Revenge and Sidearm alone and still died several deaths to his Desecrate, which was the highest damage I have witnessed in this session. No other death has happened without either Molten or Fire Chains present. 5 Heralds of Pestilence can't do what a fire affix does.

    My conclusions so far: be more offensive in general as it sucks with 8.7k dps and get a lot of fire resists.
    The fire spitting birds in act 3 run away much less, which is glorious, but I think the Blood Clan Spearmen still run away as much as ever. I ran into 2 packs at once last night, a pack of mortar/arcane/healthlink Birds and a pack of horde/mortar/jailer/desecrate Spearmen, that did not go well. Ranged mobs with mortar are brutal.

    All in all though, unbelievable how much they nerfed mob damage. I don't know why they wouldn't slowly tweak it down, rather than just blasting the damage down by 35-45%. I still died a ton in Act 3 because my gear isn't that great, but I was able to build a 5 stack and kill Siegebreaker and a bunch of elites, something I couldn't do solo pre-patch.
    Posted in: Barbarian: Bastion's Keep
  • To post a comment, please or register a new account.